Hbm's Nuclear Tech Mod

Hbm's Nuclear Tech Mod

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(Sugestion) AE2 Support

jose-manuel-silva opened this issue ยท 17 comments

commented

I have a modpack with various mods, including hbm and applied energistics 2, and i wanted to automate stuff like the assembly machine, but it seems its not possible. The problem is the templates. I have a setup, one chest in the assembly input, with a ae2 interface, and there i have the recipe, the problem is, if i ask for 10x items, ae2 will ask for 10 templates, instead of using just one.

Could that be fixed using the ae2 api somehow?

I don't know if i should ask the ae2 developer, or here, if nothing can be done here, could i know the details of what exactly i should ask the ae2 developer?

commented

so yeah, you can use AE2 to automate things like the assembler, you just need to have a complicated setup, that is if you just want to have one unit to act like an AE2 auto crafter, the main issue was with the templates, but with Integrated Tunnels w/ Integrated dynamics, you can put templates into their slot, it just has to be at the side of the assembler (where the power goes) and then put a complex translation system between AE2 and the integrated dynamics template system as I did. Here is how It was done:

By using the ME level emitters set to emit a signal when it's crafting you can have the system emit a signal into the I-D segment to tell storage to remove the desired template from its storage system (NOT maintained by the AE system), This will allow for the AE network to be able to request a craft operation without having to have a template for every damn craft. But the issue is that the template will exist the moment the I-D "extractor" removes it from that slot to be filtered back into the template storage section. Now that's where things get a bit complex (unless you are good at using Integrated Dynamics), to prevent the thing from extracting the template before it's done crafting the load, a logic system on I-D's part would have to be used to make a logical statement like the following: If "all signals from the network that would emit a signal from the Network into the Id-detection are producing no signal then "statement output" == True
this makes it so if a Redstone signal is emitted from the AE to the I-D network, then the statement would be false, and if that's set on an extractor, it will not take the current template out until the operation is done. I had a hard time doing it, but then I just resulted in a statement where it takes numbers and adds them all up and compare them to 0; being if there is no signal then it sends out a 0 and if there is a Redstone signal, it would put at a 1, thus making it needed for the entire thing to equal zero for the extraction statement to be set to true and allow for the template within the machine to be extracted.

This may not be perfect but this, like I have done as you see above in the previous post, is Undenyably Proof that a single template-using machine (in this case the Assembler) CAN be made into a working AE2 autocrafing unit

Going back over this has INSPIRED me to try it again, this time in 1.7.10 to prove the idea

commented

hamburgercheeseburgerbigmacwhopper

commented

well, I woudl have tried to, but Intigrated Dynamics only goes as far back as 1.8
So while it can be done using something like I did, it cant be for 1.7.10. though I do hope that my explanation might give some ideas on how it could be done

commented

unknown14641

commented

To Necro an old issue that I think still has merit:

Some useful things I'd want in AE2 integration:
Direct power support (not sure if AE2 offers that, but... nothing stops you from ASM-ing into it because it's a dead mod for this version)
P2P bus support (as in, P2P HE, since the fluids should be able to follow the standard fluid p2p bus)

Some general fixes that need to be made to make AE2 work better:
Better Shift-Click support / proper slot guarding (Despite me seeing code that should stop non-batteries being put in battery slots, any item seems to go into any slot in every machine)
Probably more sane numbered slots (Haven't seen any examples that seem particularly egregious, and with slot guarding that becomes less of an issue I guess)
Perhaps some slightly smarter automation rules (again, haven't tested this with everything, but things like machines being able to recognize that certain "median materials" are both input and output, so it should try to only offload excess. This is hardly foolproof since many mods might behave dumb and just hijack the slots, but it'd work with AE2 if it works right :P)

commented

I think you want the GTNH version of AE2

commented

I've personally never used automated crafting in AE2 because it's horribly complicated, but I have seen people who managed to somehow pull off automated assembler recipes. I doubt there's a whole lot I can do that would make it easier, though.

commented

It's not horribly complicated at all, it's just the assembler automation that's horribly complicated.

commented

What is people's obsession with automating everything?

Also, if you automated shit with ae2, might as well automate assembly machines, craft them, and just have an assembly machine for any recipe you want to automate.

commented

Automation is fun. It's really repetitive to do the same microcrafting task 10000 times. Automation makes it better, allowing you to focus on stuff like building a cooler base or making larger factories or getting endgame in an exponential progression modpack. Having 500 assembly machines sounds great, but there's one problem, they're not exactly the most performant machines.

commented

I like 2 the most right now.

commented

I like 2 as well, maybe you could even create an upgrade that would allow more space in the assembly machine, and maybe even at other machines

commented

There's some things I would argue should not be automated and instead handled via bulk operations, but making it easier to automate for some everpresent tasks would probably be a good idea, it's just the question of how I would go about doing it.

Option 1: Stripping down the assembler into a smaller, easier to access block with fewer ingredients to remove the need for templates. This would also mean we'd have to redo every single recipe, and add multiple microcrafting steps to keep the costs up at an acceptable level. It also means that there can't be recipes that use the same inputs (say, no copper plates and copper wires since they both use copper ingots).

Option 2: An upgraded version of the assembler that is more compact, doesn't use TESR rendering, which can take multiple templates which it will attempt to process. It won't allow for easy changing of templates, but it will greatly reduce the amount of assemblers needed. You could have one assembler with every plate recipe saved and just send ingots to it every time you need plates.

Option 3: Removing the assembler and embracing the pre-1.0.26 microcrafting hell.

Option 4: Removing as many recipes with small ingredient amounts as possible and moving those to a machine similar to what is described in option 1. The issue of the same input creating multiple outputs could be solved by adding modes to the machine, similar to how the press works, or by just removing those recipes and adding them to another machine entirely.

There might just be more reasonable options which might also be better than what I came up with, but these are the most likely scenarios I can imagine.

commented

I think that 2 would be a good idea as well

on another note, On the 1.12.2 fork, I managed to automate the assembler with AE2 by using a combination of Ender IO conduits, Integrated Dynamics + Tunnels to allow for redstone logic to be made and having the ability to be programed to Insert and Extract templates using the Tunnels ability to specify what slot to extract from, and as a bonus, Using Volumetric Flasks addon to even automate the Chemical Plant Effectivity

The setup that I made allows for one Normal Assembler to process up to 16 different recipes (this is due to the number of different Redstone channels being limited but could in theory be increased if someone were to put more work into it

Basically Because of Dynamic Tunnels (integrated Dynamics addon), I was able to create a Redstone logic system that when the AE2 Level Emitter gives off a signal for a specific item to be assembled, it allows for the template to be released into the inserting mechanism where the "Tunnel" inserts the template into the template slot (aka, Slot 4) and the signal is also emitted into the Integrated Dynamics "Logic Brain" were it breaks down into simple math where if all redstone entry points are not powered, or equal to 0, the statement will be true and the extraction part of the setup allows to pull the template out where it can be recirculated back into pattern Storage (the specific patters taken are taken out via EnderIO conduits using advanced Filters to sort them into the correct location to prevent a system mixup and the wrong template being put back into the spot were another template recipe will be located)

When A Craft is detected and the template signal is released, the value on the "Logic Brain" adds up all the signals and equal one, where the statement 1 == 0 is false; preventing the "template extraction" Side of the setup from removing the stored template until the signal ceases

I have ran test and not only does it allow for the use of one assembler for 16 recipes; but it also works in crafting multiple of the needed item WITHOUT having to have more than 1 of the Same Template existing

So far the system only hickuped once, but other than that it works, and as an added bonus, the system was built in a Compact Machine 3 space,

It took alot of tinkering and trial and error and me learning more about Integrated Dynamics, but it all payed off

commented

I should also add that how it was able to do this was though the side or "power plug" sides of the machine, The regular input and output is where ae2 ingredients can be inserted and collect the crafted protuct

commented

I dont have an image on the monstosity complete atm but heres an old picture of the setup in its still "Incomplete" state

image

commented

Ok, heres an image of the final product that works

image

Not all of the recipies signal outputs (level Emitters) are installed yet but overall only needs a bit of work to add a singe recipie